Individual skill
unity
Use when writing, reviewing or structuring Unity game code in C# for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants, ScriptableObjects for data, scenes and additive loading, the Input System, coroutines versus async and Awaitable, Addressables, and build settings for 2D and 3D. NOT Godot or GDScript (that is `godot`), NOT Unreal Blueprint or C++ engine work (that is `unreal`), NOT the netcode wire protocol (that is `gamedev-multiplayer`).
skills/unity/SKILL.md
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- Last checked
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- Repository last updated
- Nov 4, 2026
- License
- MIT
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SKILL.mdcore · 15,985 bytesevals/README.mddoc · 581 bytesevals/cases.yamlasset · 3,534 bytesreferences/build-and-platforms.mddoc · 3,505 bytesreferences/input-system.mddoc · 4,304 bytesreferences/lifecycle-deep-dive.mddoc · 4,384 bytes
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# Unity + C# (Unity 6 LTS)
> Idiomatic C# for the current Unity engine — 2D and 3D. Owns engine-side patterns (components,
> lifecycle, prefabs, scenes, data, input, async, builds). Not Godot (`godot`) or Unreal (`unreal`);
> stops at the netcode wire (`gamedev-multiplayer`).
## Version contract — read first
**Target: Unity 6 LTS, versioned `6000.x`.** Current LTS at authoring is **Unity 6.3 LTS (`6000.3`)**
(supported to Dec 2027); **Unity 6.0 LTS (`6000.0`)** to Oct 2026. Unity 6 dropped the year-based names
(2020/2021/2022 LTS) for the `6000.x` scheme. Confirm the project version in
`ProjectSettings/ProjectVersion.txt` before assuming an API exists.
**Ban-list — never emit these; use the modern replacement:**